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1  The Community / Introductions / Re: I'm new, please be gentle on: June 26, 2017, 08:27:04 AM
welcome! don't mind the low activity...
there are people here...
watching...
waiting...
2  The Community / Debates / Re: Trump-bait / The Presidential Debate on: February 01, 2017, 01:45:52 AM
People are acting like they have been flung into another parallel world, when its still the same one, they just have been blind to it. and that's everyone right now. even the people saying people are overreacting. its always been this way, we just weren't aware to what extent...
3  The Community / Creative Works / Re: Zman's Remake Golden sun in minecraft project on: February 01, 2017, 12:48:54 AM
I've actually considered making both but....
Well the short answer is it depends on the town, some work better for one type over the other. but either way, the idea was for the final product to include the interiors in their entirity in some way.

__________________________
My very first idea i came up with was having the town its self being normal size, and when you go to walk into a building it teleport's you to the neither or another dimension, which contains that building interior.

however then i realized some dungeons actually fit within their outward appearance, like one of the towers you get one of the pieces of the trident. and still others like the Gabomba statue/dungeon, while smaller, has the exact correct proportions inside relative to the town. even going so far that the hidden entrance is in the same place in the town relative to the statue as it is to the dungeon inside. But for the Gabomba village, the statue is huge, but the town and insides of the buildings are small. so the town would end up getting a complete rework.

So what i ended up realizing is the best set up if someone were to do it would be building focused on the outward style of the buildings, with teleportation inside, UNLESS you want to get creative and make a more artistic recreation. however not every case is the same.

Also Like i said before, the Jupiter and Venus lighthouses are kinda amazing. they for the most part resemble a tower in their room design, getting smaller as you go up, with Jupiter going so far as having the outer walls of the lighthouse clearly defined from the inside.

but then the Mercury and Mars lighthouse have square rooms, and actually getting slightly bigger as you go up. with few actually vertical floors (though the mars lighthouse is a ton better about it then the mercury lighthouse.)

for example some builds like piers ship dungeon, actually resembles the shape of a ship, so building a ship out of it isn't impossible. then there dungeons like tundra tower that at first glance looks to be in the perfect shape of the tower... but has a dungeon floor that is impossible to build due to an over site.

__________________________
In the end you kinda need to work with each build. certain towns, like the ones with dungeons have extra issues if you want to include the dungeon in it.

I think i may actually write up a report with images before i finish work on this, just because staring at these maps for countless hours on end, i've noticed so many things that i've never seen brought up before. Like i have a theory that there was an extra room added to the Sol Sanctum later in development, after the dungeon was originally finished, which would explain the "odd level of detail" it has while still having one single room that is out of place, out of the way, and doesn't follow the entire rest of the dungeon's "odd level of detail".
4  The Community / Creative Works / Re: Zman's Remake Golden sun in minecraft project on: January 30, 2017, 02:55:09 AM
Update: Since its been a while, i decided to just update the upload link.
Piers ship is now in the world, along with a... poor, half done, recreation of the ship with the dungeon inside of it.
I originally wanted to made the dungeon, and then have a full size recreation of the ship you could walk on and inside of, but my designing skills for building ships is, not that good, and i don't even feel like showing it in a picture.
if you want to find it or even try your hand at building the ship better, there's a stone path from the spawning platform that leads to what was going to be a full recreation area.
__________

Now...
This project isn't dead. I may have gotten a little frustrated with my lack of building skills and quit for a while, but i'm actually planning on starting again. My goal is to build the remaining lighthouses in their entirety, and finish up any builds i may have only half finished for whatever reason.

After that i may get on the world with one or two people and attempt to build the outer shell of the lighthouses and their surrounding landscape. just because I feel it would be cool to have a full 3d model we can walk around, and also finally get a true idea for the scale of the things. (cause there has been some debate over that)

from there If anything comes out of this, like that idea of building the world of golden sun... then that's up to someone else.

O ALSO. Not setting a deadline this time. Since i kinda have a part time job now, which doesn't have defined hours, i can't really say when i'll be able to work on this. so don't expect it any time soon.
5  The Community / Creative Works / Re: Zman's Remake Golden sun in minecraft project on: June 12, 2016, 05:57:51 AM
So its been a little while. Figured i'd give an update.
I have a job now, which turns out to be similar to this project in nature. so that's currently taking up all my time.

Not that much more has been done so i'm not planning on updating the map just yet.

I'm in the middle of building a full size version of piers ship with the full dungeon inside. I wasn't happy with how it was turning out because my creative skills in minecraft are limited to copying something, not so much building from scratch.

If someone is really interested I might update the map so you can check it out anyway or try your hand at building the dungeons into their surroundings or whatever you want, but for now...
6  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: March 02, 2016, 10:45:19 AM
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Rolina: about 28 for everyone. Maybe it's quite low. On Cartridge I finish the game between level 30 and 35 depending on how many fights I run from.

For a first play through i believe that 28 is too low. but multiple play through i think level 28 is kinda high.
I'm bad at strategy, i just spam stuff i think is good and i win. I've easily beaten the game, with no deaths at all, at level 19. it could have been lower except i leveled a bit before colosso because i every now and then mess it up and on that run i didn't want to mess it up.

I honestly don't know what to put the level of the first game at... since my first play through i sucked so bad, i wasn't able to beat it until i got to level 56 and even then it was a close call. really i think it depends on the person playing.
7  The Community / Creative Works / Re: Zman's Remake Golden sun in minecraft project on: March 02, 2016, 03:23:53 AM
Piers ship is here and its looking... kinda plain... huh...
Spoiler for Hidden:


Honestly there are several issues with this map, but i think i'll get into them at another time. for now i think i'll focus on the good things about the map. it looks amazing, it actually looks a lot like a ship, in fact i'm pretty sure i can build it into a ship... which i may do very soon. other then that, nothing i really learned from this that's different from other maps other then the fact base wood texture looks like crap

Update of the world file will be on hold for now, mainly because there's some other work i need to do on it.... fixing things i had planed to but never did, fixing up the spawn area, adding some directions and messages that makes it easier to get around on the map. maybe some other builds that will be cool. you should see soon.

Lastly... i'd like an honest opinion from everyone who reads this. i don't like the solid wood texture of the ship. while i'm sure it would look better with some of the smaller details added in, i'm wondering if any of you think a different 'VANILLA MINECRAFT BLOCK" would look better in place of the floor or even the walls. maybe a lighter shade wood or a darker one. i don't know.
If you read this, please comment. if you have an idea for a different block, think it looks as good is it can for vanilla, or is fine, or you simply comment "I don't know" all of that is valuable input... cause honestly i'm lost with what to do when it comes to colors on these builds anymore.

List of things to look forward to:
piers ship full model (different thing then what i just posted)
updated detail on maps (should have been done before)
changes on blocks used thanks to 1.9 coming out (thank god)
Jupiter lighthouse (purple brick blocks 1.9 yay)
more regular updates (hmmmmmmmm...)
8  The Editor / Golden Sun Hacking / Re: Hack Competition (discussion on themes, guidelines, etc.) on: February 26, 2016, 09:09:12 PM
Quote
Unity has support for both c# and javascript. Unreal has support for blueprints (visual scripting) and c++.

if you want to get into programming, i do agree that you should start with those. they are super easy to learn and easy enough to understand at a glance. javascript its self is easy enough to learn that even if you are only mildly interested in the subject, that's the one you might want to check out.

When i was learning programming in high school, javascript is the one i did the best with, c++ was up there but javascript was the one that was easiest to learn.
9  The Editor / Golden Sun Hacking / Re: Hack Competition (discussion on themes, guidelines, etc.) on: February 26, 2016, 08:55:42 AM
look if you want more people to get into working with the code. i feel like people need to see what can be done with what has been found so far. i don't mean an explanation, i mean a video or pictures of changed game play.

I my self am not interested in the coding at all... i mean i dropped out of college for programming because i learned that i hated programming... which really i should have figured out sooner but... that's not important right now.

right now we have "hey we are working with the code so we can do more then the editor ever could" but most people won't join into that until they see something that inspires them to actually try their hand at it.
I may have totally missed it but i'm not sure i have seen anything like that yet (on this site)...

This is just my thoughts on this. thoughts of a person who really isn't helping, and doesn't plan to start coding again. just from the outside looking in, the stuff on the site just looks like theory's about the code, with nothing else to it.
10  The Editor / Golden Sun Hacking / Re: Hack Competition (discussion on themes, guidelines, etc.) on: February 18, 2016, 05:27:10 PM
I don't have that great of an interest in hacking golden sun anymore for a few reasons. but something i've been thinking about is how no one has really made a full hack of the game yet.

Like nothing on the level of a rom hack even. as far as it has gone so far is just little changes to dialog, and small stat changes. Its clear that some people are making clear progress into other areas that would 'open' tons of things up to people that are interested in doing so, but its still going to take a while.

I like the idea for a competition, however i'm not sure how many people would be able to pull it off. There are a few people i'm sure would have great success with this, however most of the active people i'm not totally sure could pull it off.

This is just my two cents on this despite having little to no ability (or want) to join in.
11  General Hacking / Story board / Re: My Project (story, new thread for the map soon.) on: February 16, 2016, 04:06:09 PM
Quote
but it also pushed the western continents further away somehow. Unless their placement was merely retconned, since you can actually see them from Angara/Gondowan in GS1. Apparently Indra was north-ish of Ocenia to start with originally, so... yeah. Could be remembering wrong of course.

I always took that as a lack of detail in the first game, mainly because the edges of the gs 1 map sorta just fade off. also it seems like at the time, the area of gs1 is kinda isolated from the rest of the world. since the only ships we see that go in the ocean, in gs1 are the magical ships. there also aren't any port towns... and i wouldn't even say the one you leave from at the end of the game is one either.

i'll admit that it is said that there was lots of ships sent out in the past, but there is no place for them to do so. there is no coast to do so from, and no towns except the last one you go to that is even on the coast.
12  General Hacking / Story board / Re: My Project (dumping all I do as soon as I do it) on: February 15, 2016, 04:48:21 PM
Quote
There is none. I'm only saying there is a map from 150 years ago.
You say this, but one map that is shown in that cut scene is said to be from when Lemuria still traded with the outside world. which didn't they say they shut them self's off when alchemy was sealed?

and the second map is the one from 150 years ago.

the current map you have in game in gs 2 its accurate too the games after two lighthouses were lit and the wave smacked the two continents together. there is no map of the world at the start of the original games.

its actually kinda bad, since we don't have a view of how badly the world looked, because the wave that collided with the continents actually put the continents back in relative correct place, where they should be.
13  General Hacking / Story board / Re: My Project (dumping all I do as soon as I do it) on: February 15, 2016, 12:28:50 PM
I think the most interesting thing about the land and the world map is the fact that... while a few islands are on the edge, you haven't heard of any islands falling off the map, even though you can clearly see that even in the past 150 years there has been major change to the world. and despite all that, the one island that is farthest out actually has the edge of the world eroding around it. which makes perfect sence, because its not like all the land masses are just floating on the water. if they were, with everything that happened when the venus lighthouse was lit, i'm pretty sure most of the islands and continents would have been pushed off of the world.

besides you can't have a waterfall at the edge of the world with out land. infact, by what we can see from like the underwater detail (the depth) in places, we can actually see that there may be sunken islands, and that the entire edge of the world has a lip on it, which is how the water flows off in a water fall. if it didn't it would look totally different.
14  General Hacking / Story board / Re: My Project (dumping all I do as soon as I do it) on: February 14, 2016, 08:34:45 PM
problems hm...
how about

Quote
~ 1800y ago: part of the known world got back up from the Gaia falls.
there is no large pieces of land that have gone over the worlds edge, in fact i'm not even sure if any even slightly big islands have by the time the original golden sun's have rolled around.

how do i know this? well we actually have 3 maps in the golden sun games we can go by.
one is before alchemy was sealed, one after but before the time in game, and then the time in game (after 2 lighthouses have been lit and a tsunami has pushed one continent back into place.)
because of this we can see where land was and where it is now (and by proxie we know no large piece of land, past present or future, has been over the edge.), and there aren't any places for large pieces of land.

now... I'm not the smartest person, i get my self confused all the time... The only reason i listed just that one issue, is because its both the only one i feel i can explain correctly, and i'm totally confused by everything else in your post even after reading it over 4 times. Again I could be an idiot but i'm not sure what this project is. if its just a fan idea, then what i said doesn't really matter, but asking if it fits into the world... i can say for sure the extra lands don't.
15  The Community / Introductions / Re: Ave ! on: February 14, 2016, 01:50:02 PM
Welcome. I hope you enjoy silence, since that's what you will get by joining this site.
Though its a nice sign that we are still getting new members. Hopefully we can look forward to a more active site again.
Pages: [1] 2 3 ... 54
Cbox
January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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